62 lines
1.7 KiB
GDScript
62 lines
1.7 KiB
GDScript
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@tool
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extends SceneTree
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# One-shot migration tool: walk every .material file, fix Godot 3 shader code
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# to Godot 4 syntax, save back.
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#
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# Run with: godot --headless --script scripts/migrate_shaders.gd
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const REPLACEMENTS := [
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["depth_draw_alpha_prepass", "depth_prepass_alpha"],
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["hint_color", "source_color"],
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["hint_albedo", "source_color"],
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["hint_black_albedo", "source_color"],
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["hint_white", ""],
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["hint_black", ""],
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["hint_aniso", "hint_anisotropy"],
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["NORMALMAP", "NORMAL_MAP"],
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]
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func _init() -> void:
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var fixed := 0
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var checked := 0
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for path in _find_materials("res://assets"):
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checked += 1
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var mat = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
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if mat == null:
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continue
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if mat is ShaderMaterial and mat.shader != null:
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var old_code: String = mat.shader.code
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var new_code := old_code
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for pair in REPLACEMENTS:
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new_code = new_code.replace(pair[0], pair[1])
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if new_code != old_code:
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mat.shader.code = new_code
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var err = ResourceSaver.save(mat, path)
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if err == OK:
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fixed += 1
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print("FIXED ", path)
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else:
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push_error("Failed to save " + path + " (err=" + str(err) + ")")
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print("Done. checked=", checked, " fixed=", fixed)
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quit()
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func _find_materials(dir_path: String) -> Array:
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var result := []
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var dir = DirAccess.open(dir_path)
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if dir == null:
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return result
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dir.list_dir_begin()
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var name = dir.get_next()
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while name != "":
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if name == "." or name == "..":
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name = dir.get_next()
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continue
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var sub = dir_path + "/" + name
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if dir.current_is_dir():
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result.append_array(_find_materials(sub))
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elif name.ends_with(".material") or name.ends_with(".tres"):
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result.append(sub)
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name = dir.get_next()
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return result
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